class Custom_PlayerController extends UTPlayerController;

var bool bInSwordAttackMovement; // If true, automatic forward movement is on and other movement is disabled

event Possess(Pawn inPawn, bool bVehicleTransition)
{
	Super.Possess(inPawn, bVehicleTransition);

	// Set third person view, doing this in possess will ensure it's done again when respawning
	SetBehindView(true);
}

event PlayerTick( float DeltaTime )
{
	// Are we doing forward movement steps during an attack?
	if(bInSwordAttackMovement)
	{ 
		// Only move forward
		PlayerInput.aBaseY = 1.0f;
		PlayerInput.aStrafe	= 0.f;
		PlayerInput.aUp	= 0.f;
	}
	
	super.PlayerTick(DeltaTime);
}

DefaultProperties
{
	// Use custom input so we can't Duck or Jump during attack movement
	InputClass=class'Custom_PlayerInput'
}
